Jan 29 2012, 5:27 am
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I'm pretty sure it's not something people will need to do often and even if they do they can probablyuse your library better than me and figure it out lol.
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When i try to compile the interface demo it give me this loading hud-groups.dme
interface-demo\input.dm:2:error: unable to open <forum_account\keyboard\keyboard.dme>. hud-groups.dmb - 0 errors, 0 warnings whats wrong? i wanted to see how ti worked :P |
In response to The True Monster
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The True Monster wrote:
When i try to compile the interface demo it give me this loading hud-groups.dme You need to download the keyboard library: http://www.byond.com/developer/Forum_account/Keyboard |
Hello master of all that comes in a library :P. I need your help with something in your HUD groups library(no change there), I have made a chat system with a say verb and the whole thing works fine it wraps text perfectly until it comes to wrapping a single word reaches a number within a certain range the proc completely ignore it for some reason. I'll show you all the code that goes with it then give you a scenario and let me know what you think.
Font Screen_output is the proc I'm using to do outputs as you can see, and I cannot solve the problem, I've tried adding outputs in so I can see the range within which it happens but it for some reason doesn't even compute that part so I get no output. If you could get back to me as soon as possible that would be great. The word I use to replicate the problem every time is supercalifragilisticexpialidous(not sure if that's spelt right but oh well) |
In response to GreatFisher
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That's quite a lot of code you've got there. You can use the font object's wrap_text proc. It adds line breaks to a string so that no line exceeds a specified width (in pixels). The return value is a single string, you can just write a proc to chop it into multiple strings (one for each line) and call the add_line proc for each.
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In response to Forum_account
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Yeah I know sorry about that, didn't realise how much it was till I posted it, I'll give your way a go.
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Hey Forum_account, just wondering... Would it be possible to switch between your Sidescroller and back to the regular 3/4ths perspective?
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In response to Kenny84
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Kenny84 wrote:
Hey Forum_account, just wondering... Would it be possible to switch between your Sidescroller and back to the regular 3/4ths perspective? It shouldn't be that hard. I don't know all the changes you'd have to make off the top of my head, but there shouldn't be many. To make it behave like a top-down game you'd have to disable gravity and make the up and down arrows move you up and down. A really cheap and easy way to do this is to make all turfs act as ladders (in the areas you want to behave like top-down movement). When you're on a ladder you can move freely in any direction. |
How would it be possible to changem y already existing AI code to use Move_towords, to represent the use of step_to? step_to looks messy moving 32 pixels when you move around 8 per step. My current implementation of move_towords is making the AI run past the mob, then back, etc.
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In response to D-Cire
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D-Cire wrote:
How would it be possible to changem y already existing AI code to use Move_towords, to represent the use of step_to? step_to looks messy moving 32 pixels when you move around 8 per step. My current implementation of move_towords is making the AI run past the mob, then back, etc. I just updated the library, do you have the most recent version? The issue that I think you're describing with move_towards has been fixed. |
I downloaded it and adjusted, however the AI mob now spazzes out around the target, and while moving towards it.
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What do you mean by "spazzes out"? Can you provide a simple code example I can run?
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Big fan of your libraries, fa. I even have plans to use one eventually.
Keep up the good work. =) |
while(src) "Spazzes out" As in doesn't look at the direction of the Target and instead flickers around in the 4 base directions while moving towards the target. Does the same thing while next to the target. |
In response to D-Cire
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My initial guess was the first line that says "src.Target=null". You're clearing the mob's target when they get close to their target. I'd think you'd want to switch to some different behavior here (ex: attacking) but keep the target set.
It appears to work for me but I had to make some adjustments to get it working. I put this code in the mob's action() proc: mob |
that works for the most part, but upon running north/south then east/west it spazzes again.
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My first guess is the "else if(src.Target in get_step(src,src.dir))" line. I'm actually not sure what that part is for - if you've reached that point you know that the bounds_dist to the target is >= 32. That else if and the else at the end might not even be necessary.
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